You sure it would happen?
Calculating the perfect time to stop an enemy special attack, doesn’t sound bad.
Just thinking, and asking your opinion.
You sure it would happen?
Calculating the perfect time to stop an enemy special attack, doesn’t sound bad.
Just thinking, and asking your opinion.
And yours is a very good opinion because you’re actually thinking about it instead of dismissing it with playground hostility like many above (so I’m confused why you’re contradictorily liking their posts, just because they’re “pro mod" even if they act like obvious trolls?).
Anyway, yes I believe you’re correct and it is something that could work as a skill based mechanic.
If it was a node on the skill tree that people would have to sacrifice others for then it would require just that - a sacrifice, and then peak skill.
I too would likely avoid it as I’m not sure I’d be able to break my muscle memory to dodge. But I could see it being very useful for zippy zealots or people wanting to play their mod solo mode.
Indeed.
It’s absolutely no different to a dodge and could be a lifeline if you’re in a moshpit and suddenly you hear a net being shot through 20 crushers chests.
It would need boundaries of course (e.g. cooldown perhaps? Or require a certain percentage of stamina? )
Yesss, give me more delusional accusations. Surely it will make you look great.
Lmao ez
Refer to my previous post
I’m willing to bet 10€ otherwise, what say you?
Yeah… is clear your opinion.
Thanks.
perfect blocking is 0.3s if it even worked reliably, see some dedicated reject proving why its so broken (tl; dr: the server authoritative check is only happening when you’re already dodging lmao).
Issue Type (Required): Enemy Mechanics Issue Description (Required): In this block of code here, from scripts\utilities\minion_attack.lua: local is_blockable = Block.attack_is_blockable(damage_profile, target_unit, target_weapon_template, target_buff_extension) local is_blocking = Block.is_blocking(target_unit, unit, attack_type, target_weapon_template, true) local is_dodging = Dodge.is_dodging(target_unit, attack_type) if not is_blocking and is_blockable or is_dodging or scratchpad.target_do…
and dodging is so stupidly broken in this game vs VT2 already, not sure why people lampoon against blocking as if it would somehow deflate difficulty even if it wasn’t already demonstrably broken and weak lol. more combat options is nice, then again I’m speaking to havocbros that think not having only the same moves in one weapon you just repeat ad nauseam is ‘too complicated’.
Pushing does this to hound along with dodging in general, so I don’t see the need for this QoL.
Pushing makes you open to take damage, like I said in the OP.
Not a good enough reason, IMO. If anything, blocking should automatically get you caught by a disabler. The point of the specialists to get you to move out the way Or shoot them before they shoot you.
Ah yes, my Quality of Life improvements to remove friction from the game so I don’t have to think.
Dude, as it is, you clearly don’t know how to think. Perfect blocks are timing and skill based. Also, how would a dog tackle a 6 foot shield backed by a 9 foot, 1000+ pound man. Yeah, thought so.
With all due respect, this is what many mods do, which you seemed to defend in the other thread.
If the above was released as a mod then you would be silent, no?
I’m not trying to be facetious or snarky, but just pointing out what I believe might be a double standard here.
Also no need to lead a genuine suggestion with sarcasm. You could just say why you disagree with it.
The suggestion wasn’t terrible and wouldn’t have to be removing friction if the idea was pushed further.
I seriously can’t stand low IQ kids like him. Jumping into every topic and dismissing it with a smug sarcasm instead of an actual discussion.
If anything, blocking should automatically get you caught by a disabler.
That’s the default behaviour, which generates frustrating moments while stuck in a horde trying to draw aggro, since it’s the life of a tank role/frontliner.
The point of the specialists to get you to move out the way Or shoot them before they shoot you.
If you’re tanking or frontlining, pulling out your gun exposes you and can easily snowball into a team wipe. Ideally, when stuck in a mob, you should focus on the melee/block/dodge rhythm rather than relying on artificial “team enabling mechanics.” On top of that, the Ogryn is far too slow; trying to shoot while swinging his sluggish shield around is more fantasy than reality in sustained play.
perfect blocking is 0.3s
I’m sorry for spreading misinformation I’ve corrected my previous posts ![]()
Dude, as it is, you clearly don’t know how to think.
But I get it, you’re a simple Jack who can’t properly elaborate on his thoughts.
I seriously can’t stand low IQ kids like him.
Insult me thrice because you can’t argue my points why don’t you. You know that a perfect block isn’t equivalent to the mechanical consideration needed to avoid a net.
Also, how would a dog tackle a 6 foot shield backed by a 9 foot, 1000+ pound man. Yeah, thought so.
It should be quite obvious that I don’t care for vibes when talking about balancing game mechanics. This is a non-argument to me.
and dodging is so stupidly broken in this game vs VT2 already, not sure why people lampoon against blocking as if it would somehow deflate difficulty even if it wasn’t already demonstrably broken and weak lol. more combat options is nice
Yea I wish Darktide didn’t over-centralize dodging so much while also nerfing blocking compared to VT2. Vermintide’s more intense IMO in part cause you have to pay more attention to yourself and your foes for when you should dodge or block. But I really think we shouldn’t be buffing blocking without adjusting other game mechanics.
If I could make blocking more relevant again similar to VT2 then we’d have to make lots of deeper changes to the game, at the very least by changing how block cancels work. And IMO ideally by making further changes to enemy hitboxes, attack timings & tracking so that you’re forced to sometimes block attacks with average dodge distance weapons while also affording you the ability to retaliate. And nerfing the stats on dodging to be less spammable. But being able to block disablers? Absolute not.
Ideally, when stuck in a mob, you should focus on the melee/block/dodge rhythm rather than relying on artificial “team enabling mechanics.”
“artificial “team enabling mechanics”” ![]()
Removing friction is what this post is about. I think you’d probably really hate Vermintide’s hookrats.
Insult me thrice because you can’t argue my points why don’t you.
Your very first post in this thread was a sarcastic insult to the op, so you set the tone here. So don’t complain when people mirror your attitude back to you.
Perhaps I should flag it like you and the troll did with my post where I pointed out he was being blocked for his non stop trolling? Wow such an insulting post to flag after every single response from that guy to me has been nothing but obvious, deliberate and targeted trolling in every single thread for days.
Nah that would just be petty, wouldn’t it.
Also as others have pointed out in this thread, perfect block is way harder to perform than a simple dodge, so this makes no sense:
You know that a perfect block isn’t equivalent to the mechanical consideration needed to avoid a net.
So no, we “don’t know" that. “Equivalent" would suggest equal skill requirement. Perfect dodge requires much more. If you also had to face the enabler then that just doubled. Add a cooldown and it’s quadrupled.